Alfred is there some way to talk to you in private or can you direct me to
someone at valve/steam about how we can get something like an internal
master server setup at the next 2 400man LAN's we will be running this year?

With the problems of having a solid internet connection and steam having
their own auth. problems at our first event we might be foregoing having one
at the next 2 events.

If we can come to some kind of agreement/setup then I think that valve/steam
would come out looking good in the eyes of the 400 some odd gamers at the
events.


If anyone wants to see a write-up on our event you can check out the one THG
did on it....

http://www.tomshardware.com/game/200502051/index.html

SP_Kenny


----- Original Message -----
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[email protected]>
Cc: <[EMAIL PROTECTED]>
Sent: Monday, February 07, 2005 8:01 PM
Subject: RE: [hlds_linux] CSS Client server lookup on a LAN..Alfred?


> The "LAN" tab uses broadcast Ethernet packets to discover servers using
> ports 27015 through 27020.
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kennycom
> Sent: Monday, February 07, 2005 7:04 PM To:
> [email protected] Cc: [EMAIL PROTECTED]
> Subject: Re: [hlds_linux] CSS Client server lookup on a LAN..Alfred?
>
>> Does anyone have any comments on this?
>>
>>
>> ----- Original Message -----
>> From: "Kennycom" <[EMAIL PROTECTED]>
>> To: <[email protected]>
>> Cc: <[EMAIL PROTECTED]>
>> Sent: Friday, February 04, 2005 1:02 AM
>> Subject: [hlds_linux] CSS Client server lookup on a LAN
>>
>>
>> > Hey folks,
>> >
>> > Let me start off with what our situation is...
>> >
>> > This past weekend we were part of the network/server team at a
>> > 400man LAN event. One of the small problems we had was not everyone
>> > could see all of the CSS servers that were being hosted. There were
>> > 14 CSS official servers, 10 of which were tourney. Source was not
>> > the only game to give us this problem.. But since CSS was one of
>> > the more played games we are starting with it.
>> >
>> > sv_lan was set at 1
>> >
>> > We were running a 350+ node private network using the 10.x.x.x
>> > range with 255.255.0.0 mask
>> >
>> > We are working on streamlining the network a bit
>> >
>> > We have 2 more of these events to host this year and we would like
>> > to get a better feel for what the client/server interaction is for
>> > network lookup/announce.
>> >
>> > Does setting the sv_lan 1 not only remove the server/client auth but
>> > make it so that the above network setup is out of the question?
>> >
>> > Would using sv_lan 0 with the auth ports for the server blocked
>> > work? We have limited internet bandwidth for these events, and
>> > unfortunately steam was having issues on the weekend of our last
>> > event and left a lot of gamers unhappy about not being able to log
>> > into their account, while others could. We did have the client
>> > steam auth ports open.....
>> >
>> > Thanks,
>> >
>> > SP_Kenny
>> >
>> >
>> >
>> >
>> >
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Reply via email to